Key Terms

The vocabulary you’ll see throughout this book.


Ranges

How far things are from you.

Range Distance Examples
Close Within 5 ft Melee range, a whisper
Near Within 30 ft Thrown weapons, normal conversation
Far 30–120 ft Bows and crossbows, a shout
Very Far Beyond 120 ft Out of weapon range, often out of sight

Speeds

How fast you move.

Speed Per Round Notes
Slow 15 ft Sneaking, encumbered, difficult terrain
Normal 30 ft Standard movement
Fast 45 ft Unencumbered, urgent

Heavy armor, overloaded packs, or difficult conditions drop your Speed by one step.


Time

How long things take.

Unit Duration When You Use It
Round 6 seconds Combat—one turn per combatant
Turn 10 minutes Dungeon exploration—searching, picking locks
Watch 6 hours Wilderness travel, long rests (4 Watches = 1 day)

Rests

How you recover.

Rest Type Duration What You Get
Breather 10 minutes Spend Hit Dice to heal, clear 1 Fatigue
Night’s Rest 8 hours Regain half your Hit Dice, clear all Fatigue
Safe Haven 1 week in safety Full HP, all Hit Dice, remove lingering conditions

Rests require 1 Supply per person (food, water, bandages).


Resources

What you track and spend.

Resource What It Is
Supply Abstract provisions—food, water, bandages. Spend 1 per rest.
Fatigue Exhaustion from forced marches, missed sleep, harsh conditions. Each level gives Setback on all rolls. 5 Fatigue = collapse.
Hit Dice Your recovery pool. Spend during Breathers to heal (roll + CON per die).
Boost Die Personal resource for clutch moments. Add d6 to any roll.

Conditions

States that affect you.

Condition Effect
Prone Setback on attacks. Melee attacks against you have Edge. Stand up costs half your movement.
Grappled Speed 0. Can’t move until you break free (contest of STR).
Frightened Setback on checks and attacks while you can see the source. Can’t willingly move closer.
Blinded Can’t see. Auto-fail sight-based checks. Attacks have Setback, attacks against you have Edge.
Deafened Can’t hear. Auto-fail hearing-based checks.
Poisoned Setback on attacks and checks.
Stunned Can’t act or move. Auto-fail STR and DEX saves. Attacks against you have Edge.
Incapacitated Can’t take actions or reactions.
Unconscious Incapacitated, can’t move or speak, unaware. Drop whatever you’re holding, fall Prone.

For the full terminology reference, see Appendix: Terminology.